John U. Rawlins
|
"Here we go again." John tries a different approach.
COmputers, DOc's aid: 1d20 + 11 + 4 ⇒ (12) + 11 + 4 = 27
He runs into another (fire) wall and shakes his head "Yariel could have cracked this, but it's too tough for me. I've got one more play, but it could backfire badly."
Meaning usually if you fail three times, something bad happens. IF the party says go, John tries again.
COmputers, please add 2 for the shot if appropriate: 1d20 + 11 + 2 ⇒ (8) + 11 + 2 = 21
| GM Quirk |
You are successful, but barely. John needed every bit of help that Dr. Flint-Bridge offered. Good teamwork. And hey! It's time for another information dump! Sorry about the copy and paste job here, hopefully it all makes sense.
There are a couple of computer modules John and Dr. Flint-Bridge were able to hack into. Interestingly, it seems Hird's computer had some remote access via this work station (though the computer is likely physically in his quarters somewhere in this complex). You learn the following:
The device contains mundane Steward records, including
normal (non-reptoid) personnel files, command logs (including
the decision to seal the chapel due to an “unnerving
presence”), and inventories.
The records indicate Tyrkalis Base
is a monitoring station where Stewards keep an eye out for
escapees from Brethedan prisons, and miners and travelers
in need of rescue on or near the moon. The base is also an
occasional staging point for Steward Ops missions.
Secure Data Module: A secure data module behind a
firewall (DC 29 to hack) contains reptoid files. Personnel
records confirm that all the Stewards, their workers, and Orvir
Pike are reptoids. The reptoid Stewards recently replaced their
previous mercenary team, some Knights of Golarion, with
Pike’s Perytons, then replaced Orvir with a reptoid. Kaniko
is on the “conversion” list, but the records indicate she’s still
human. A report from Dr. Nodens contemptuously notes
“Kaniko displays genuine compassion and a sense of justice
that a replacement must train to replicate, lest a change in her
demeanor be too drastic to go unnoticed in the short term.”
The module also contains records of communications sent
to reptoid masters through Terrapin Station, as well as the
location and nature of that reptoid base.
The false Hird’s reports suggest Tyrkalis’s lack of connection
to the Draws made it vulnerable. A few years ago, reptoids
began to infiltrate the base. Within 6 months, reptoids
replaced the monitoring team, murdering the actual Stewards.
My next post will be somewhat shorter and contain information about the other computer module you gain access to.
| GM Quirk |
Also, while using this computer, you identify a
communication control module that is protected by a firewall
and attached to a planet-wide comm unit.
The base is under a signal-directing dome of sorts, routing all
communications inside Tyrkalis through these terminals. In
turn, all communication for Tyrkalis Base from or intended to
reach off Varos route through a comm station with callsign
“Terrapin.” This station captures all comms in the area for miles
around, and it can jam signals or home in on them. You realize that such a monitoring station is an extreme but
not bizarre security measure. The “Stewards” must hope to
capture most communications in the area. Terrapin Station is
also marked as an emergency fallback point for the Stewards,
and survey data shows its location.
Among the regular comms data behind the firewall, you
also finds the Stewards recently detected someone monitoring
their narrow-beam broadcasts to Terrapin Station. Bottomline, there is some sort of monitoring site near here, and the "Stewards" have noted its location not far from Tyralkis base.
| Rar'gul |
Seated on the hallway floor, Rar'gul catches his breath while he waits for Doc and John to work their magic with the computer.
(-1 RP: 6/8 for a 10 min rest)
"Kkkeep an eye out forr anything that lookks like it might be an arrmourrry!" he calls out to the pair.
| GM Quirk |
One important point of order that I think I may have already communicated is that you do have control of the doors of the landing bay and the nearby garage. You have a way out, and I think you now have an idea where to go. I suppose it all depends if there is anywhere else within this complex you would like to go to. Oh, and there doesn't appear to be an armory, though there is a room labeled "training facility." Otherwise, there is a chapel, barracks, officer's quarters, Hird's office and quarters, and a warehouse.
John U. Rawlins
|
"Nothing like an armory that I see. " John transfers the reptoid files to his comm unit while the party discusses the discoveries.
"Although we should move quickly, I want to check the landing bay before we go. I be unconvinced of anything given our experiences and want to see it for myself. Beauregard, would you care to come with me?"
There's probably at least a fight in the chapel, if not loot. Hird's office could be good to check out. The landing bay should take just a minute or two.
Do we care about other possible survivors? We might want to check our holding area.
Do we split the party?
Doctor Flint-Bridge II
|
“It’s a good idea, John. Our clock is running, so splitting up lets us cover more ground.”
Lilly packs the advanced medkit and sedatives, then checks her new injection pistol and gives a nod.
”Rar’gul, T’sorkel, and I can check the training room and Hird’s office area. Stay lively on the comms and keep your eyes open.”
She slings her pack overr her shoulders and gives a couple of tugs on the armor straps to get the fit just right.
“Let’s off. Meet back at the garage?”
| GM Quirk |
| 2 people marked this as a favorite. |
Okay. Lots going on here. John and Beau heading to the landing bay. I believe you can get there via the warehouse, so I should be able to describe that as well. Rar'gul, T'sorkel, and Doc will check out the training room and Hird's office--we'll throw in his quarters as well. After all that, you can decide to look into the chapel. As you can imagine, this will be quite an information dump, so please allow me to make a mega-post at some point over the weekend that should set us up nicely for some good story telling over the weekend. Just an FYI: I am participating in an area game convention beginning middle of next week (I'm running D&D--GASP! But it's a local con that specializes in D&D called Winter Fantasy). This means I find myself busy preparing for this event.
| GM Quirk |
The most obvious way for Beau and John to investigate the landing bay is by going through the warehouse.
A16. I have moved your tokens into that area. You see the following:
This large space is 25 feet high, lined with metal racks
and shelving, and packed with storage containers of many
shapes and sizes. Another set of high shelves fills the
center of the room.
There are numerous expensive foods and comfort items stored here for guests. These include tins of Castrovelian Caviar (very hard to get offworld), and larval khefaks from Akiton. These are preserved in such a way that they wake when given certain stimuli. These are considered delicious to several species and cultures.
It would be easy to grab several handfuls of these things off the shelf. You may be able to find somewhere to sell them for 10,000 credits (or you could eat them--I won't judge). All in all, you'll be grabbing 5 or 6 bulk worth of items. There are boxes or bags to put them in to make it easy to carry them out of here.
The view into the Landing Bay depicts a scene of utter destruction. The Peryton still smolders, and will never fly again. The Voidcrier is long gone. The bay is smoky, so it's difficult to see anything else. You don't see any survivors from your current vantage point.
I'll describe some of the rooms that Rar'gul, T'sorkel, and Doc are searching tomorrow night. I think we can assume that Beau and John will use comms to relate everything I typed above.
John U. Rawlins
|
As a good Abadaran, John is quick to appreciate the commercial possibilities of the warehouse, but doesn't say anything. He merely observes,"Only the best for our reptoid friends."
Checking the landing bay, John switches off his comms and motions for Beauregard to do the same.
"I need someone to check my thinking. Paranoia be too seductive in this environment. In the last fight, I had a sudden mixed memory when T'sorkel healed me, or maybe he didn't. Did you expereince anything similar? Could our friend be a disguised grey or reptoid agent?"
Beauregard D. Truthpelt
|
| GM Quirk |
-THE TRAINING ROOM-
T'sorkel, Doc, and Rar'gul investigate several areas in this corner of the complex.
Holographic projectors are spaced along the walls of this
long, rectangular chamber amid light-colored,
slightly iridescent panels. A large control
panel is set into the south wall, next to
the door.
This room appears to allow for a wide variety of training programs and exercises. Two of the most commonly used training regimens appear to take place in a holographic Akitonian junkyard, or a kasatha pirate smuggler on the run through the corridors of a space station.
| T’sorkel |
T'sorkel looks around the room. Nothing here. We shouldn't waste any time. Let's look into the next room. He clicks warily.
I bet there's some fun/cool holo encounter here, but no reason to poke the bear if there's not an obvious reason to do so.
| GM Quirk |
A24 is Inspector Hird's quarters.
This living room has a glass table surrounded by two chairs
and a couch upholstered with blue pleather. A bookcase holds
memorabilia related to the Stewards, and a reading chair
stands alongside it. Over that is an animated digital painting
of Verces. A blue rug that depicts the Steward symbol ties
the room together, its corner touching the tiled floor of a tiny
kitchenette in the northwestern section of the room.
This suite of rooms includes a living room, bedroom, and
small bathroom.
The living room bookcase holds diverse texts and
memorabilia. The texts include a complete set of books
overviewing Steward legal cases dating back to the formation
of the Pact. Among the memorabilia is a photo of Hird
shaking the hand of Steward Director-General Camulan after
being awarded a medal for valor. Beyond the living room, the
bedroom is furnished simply in Steward blue, with a large
bed, bedside tables, a simple writing desk, and a wardrobe
filled with a dozen identical Steward uniforms. The smaller
room within is a bathroom with shower stall, sink, and toilet.
Doctor Flint-Bridge II
|
T'sorkel looks around the room.Nothing here. We shouldn't waste any time. Let's look into the next room.
Lilly nods.
“You’re right. If we had time, it would be fun to mess around in here, but… let’s keep going.”
She makes a note of the most commonly used training programs and whether they’ve been used recently.
If they’re practicing for something specific, we should know what to watch for.
| T’sorkel |
is the picture a holo, possibly capable of storing/displaying multiple images?
T'sorkel looks around Hird's room for a moment, deciding to take the holo-vid picture. He quickly searches the desk for any storage compartments or devices on top of it.
Reminder that T'sorkel has Trap Spotter, giving him a free Perception check within 10 feet of a trap.
| Rar'gul |
Lilly nods.“You’re right. If we had time, it would be fun to mess around in here, but… let’s keep going.”
She makes a note of the most commonly used training programs and whether they’ve been used recently.
If they’re practicing for something specific, we should know what to watch for.
Rar'gul nods in agreement. "Underr differrrent cirrccumstances, I'd likke to test out the Stewarrds trrraining modules," he rumbles.
Moving on to Hird's suite, the trox is drawn first to the animated painting of Verces, then over to the kitchenette, where he quickly checks for any refreshments or snacks to grab.
Following T'sorkel into the bedroom, Rar'gul approaches the wardrobe, his massive arm lifting the uniforms aside, to inspect for anything hidden within.
Perception: 1d20 + 12 ⇒ (5) + 12 = 17
| GM Quirk |
She makes a note of the most commonly used training programs and whether they’ve been used recently.If they’re practicing for something specific, we should know what to watch for.
There does not seem to be any pattern to the specific training programs used in this area. The two most commonly used programs seem to be an Ikeshti rivener loose in an Akitonian junkyard, and a kasatha pirate running through the corridors of a space station.
| GM Quirk |
is the picture a holo, possibly capable of storing/displaying multiple images?
T'sorkel looks around Hird's room for a moment, deciding to take the holo-vid picture. He quickly searches the desk for any storage compartments or devices on top of it.
Reminder that T'sorkel has Trap Spotter, giving him a free Perception check within 10 feet of a trap.
Buried in a drawer, T'sorkel finds a silver holy symbol of Iomedae, likely worth 250 credits to the right buyer. It's quite tarnished and in need of care.
The picture is a fairly simple two dimensional image, and there does not appear to be any additional data attached to the frame.
Rar'gul is able to grab a nice armload of tasty treats.
This will function as three additional days of rations.
| GM Quirk |
Moving on to the garage...
An airlock double door leads into this room from the
west, and two large “roll-up” airlock doors take up most
of the eastern wall. Stored here are a hover truck and two
police cruisers, all painted blue and marked with Steward
emblems. The western end of the garage is filled with
rolling racks and tool cabinets.
You can assemble a couple of specialty toolkits here if you would like--two for vehicle maintenance, and one for facility maintenance. There are also two 200-foot spools of titanium alloy cable, one bulk each. There is an additional 50' spool of adamantine alloy cable, light bulk. The hover truck has its key in the ignition, and appears ready to go. The two police cruisers seem to have various biometric locks that will take some time to unlock and reset (you have the time and can do so if you wish).
| T’sorkel |
Here! There's a hovertruck we can take! T'sorkel sends the psychic message to everyone nearby. He grabs the 50 foot spool of adamantine cable and tosses it into the truck.
| Rar'gul |
With the exploration of the training room and Hird's quarters now complete, Rar'gul makes his way across to the garage.
"Some of this might be useful," he rumbles, scooping up a roll of titanium alloy in each arm.
John U. Rawlins
|
"Cross country travel could be quite rugged." John heads for the tool chests to put together some tool kits.
I think we should try taking all three vehicles. We can abandon any that break down. We'll probably want to team up with aids on the computers or engineering checks to hotwire the cruisers.
Doctor Flint-Bridge II
|
“Let’s grab all of the cable. This could be very useful for crossing wild terrain on a hunt for shapeshifting lizard people.”
She cracks a smile and moves the other two reels to the truck, then checks out the cruisers.
“What do you think about overriding these biometrics, John? I’d hate to let a perfectly good cruiser get destroyed in an explosion when we could take it with us… and I like the idea of having more than one vehicle for this tour.”
John U. Rawlins
|
"Just grabbing a few tools in case we break down..." John looks over the selection and stuffs a few more into the portable tool chest. "Definitely take all vehicles if we can. Then we'll have the option to abandon or fix them if they break down."
He pivots away from the tool cabinet and starts walking heavily back toward the cruisers. "It be nonsense to use biometrics in a small outpost like this. Who be stealing cars and where would they go?"
He drops the tool chest beside the first cruiser. "Okay, Doc. Let's see what the toll be."
John +11 on computers and engineering. Doc's +10, +12. T'sorkel I think had some tech skills too. Do we try to aid each other or multiple independent rolls?
And I love that we're all still here.
| T’sorkel |
T'sorkel has a +10 Engineering. He can aid.
T'sorkel peers into one of the police cruisers and then at the biometric lock. "Maybe we can get bypass this..."
Doctor Flint-Bridge II
|
@GM Q — Your post said “The two police cruisers seem to have various biometric locks that will take some time to unlock and reset (you have the time and can do so if you wish.” Does that mean we automatically defeat them by using some time or do we still need to make the rolls?
Lilly slides into the first cruiser and takes a look at the biometrics. She wriggles around and traces the cables, ending up with her feet on the seat and her arms deep in the dashboard. The position muffles her voice a bit.
“I think the three of us can rework these without too much challenge. And I can always give you a boost if it comes to that…”
And for the record, I’m VERY glad we’re all still here too. I’m having a blast with our group!!
| Rar'gul |
Rar'gul eyes the Police Cruisers sceptically. "Thinkk I'll takke my chances over herre," he murmurs, heading instead toward the truck.
He drops the two rolls of cable beside the truck and looks over its more generous dimensions with a nod of approval.
John U. Rawlins
|
| 1 person marked this as a favorite. |
Thinking about Rar'gul squeezing into a cruiser, John chuckles and continues working.
| GM Quirk |
@GM Q — Your post said “The two police cruisers seem to have various biometric locks that will take some time to unlock and reset (you have the time and can do so if you wish.” Does that mean we automatically defeat them by using some time or do we still need to make the rolls?
It will take pretty much all the time you have, but if at least two or three of you would work on these locks, I'm willing to handwave the rolls. Obviously the truck is a better transport, but the police cruisers are hover vehicles, which may have certain advantages in the terrain outside.
John U. Rawlins
|
"How much time do we have left, and what's the environment outside?" John asks from under the dashboard. He's gone in the passenger side, lying on his back in the footwell so he can look up into the wiring. He pinches a small bundle of wires between his fingers and wiggles them for the doctor to see. "I can't trace this red and black wire. Can you see where it goes?"
| GM Quirk |
At the point in which you begin working on the police cruisers, you believe you have a little more than hour before things go critical.
You need to move as soon as you can.
There are two hover vehicles available to you (the police cruisers) and the truck.
Varos is a tidally heated hellscape where temperatures on the moon's surface make it inhospitable for unprotected human life. You'll need to use the environmental protections of your armor.
I'm pretty sure the truck is wheeled, but I'll double check later. How are we approaching this?
| Rar'gul |
(I'm not quite sure how this would work with a hover vehicle - my mind is picturing something like the give in a vehicle on mechanical suspension - to give easier access/light to see. Please tweak however needed to fit.)
Rar'gul lumbers over to where his friends huddle around the police cruiser. The trox leans his sizeable frame into the side of the vehicle, offsetting equilibrium just enough to activate a small shift in roll.
"Shine some light on the situation?" he asks in his rumble.
| T’sorkel |
Do we just want to take one hover car and the truck? Or do we need need both vehicles?
Once T'sorkel is finished loading the truck, he comes over to help them break into the police vehicle. It's for a good reason, right? He examines the biometric lock and psychically projects the images to John as he's working the different inputs, so he can see what effect it's having.
Pokotho
|
Pokotho wrapped his arm around the throat of the Reptoid Steward, gripping him into a clenched headlock choke, the Reptoid swatting and striking until finally fell still. Exhausted, Pokotho dropped the Reptoid to the ground, then dropped to the ground himself in a seated position, breathing heavily in exhaustion.
"Hylax's Holy Hell," Pokotho panted, pushing the Reptoid's body away with his foot, and then leaning backwards against the roll-up airlock doors. The police cruiser the Reptoid had been using to transport the abducted Reverend back to their base now lay in ruins, wrecked beyond Pokey's ability to repair from the crash that had preceded their fight just outside the entrance to the facility bulkhead. Resting against the door, the back of Pokotho's head thudded against the roll-up door as he considered the gravity of his situation, trapped on Varos with no one he could trust and no ability to call for help. "Do I seriously need to break IN to Reptoid Headquarters to be able to escape here?" Pokotho laments, his Shirren thoughts projecting faintly through the surrounding area, unaware that another perceptive Shirren was so closely located just on the opposite side of the roll-up door, working on securing the transport vehicles.
| T’sorkel |
T'sorkel is helping relay inputs to the wiring for John when he hears a telepathic message. Instinctively, he turns his head, thinking that it was someone in the group talking to him. You're being silly, we're already inside the building. Then he realizes that the thought-voice isn't anyone he knows.
He broadcasts a warning to the group. There's someone outside the door! A telepath. Could it be one of the grays? He chitters nervously. I don't think they know I can hear them. If we open the door, we can catch them by surprise!
Beauregard D. Truthpelt
|
Beau rolls his eyes.
"Of course, because escaping an exploding building from literal impostors who turn out to be reptoid men wasn't enough, now we have someone trying to stop us outside.. What's next? Is one of you secretly the president of Golarion"
John U. Rawlins
|
| 1 person marked this as a favorite. |
Seconds earlier : "Thanks, Rar'gul. A little to the right. Your right. Good." John studies the wires. Then clips two, strips the ends, and twists them together.
"How be the countdown?" he asks.
We don't need both cruisers, but if we have time, I'd like to take both in case one vehicle breaks down. If we take one and the truck, and the truck breaks it might be more than a cruiser can handle to stuff all of us in. GMQ?
Police Cruiser
Source Starfinder Core Rulebook pg. 229
Item Level 4; Price 6,195
Large land and air vehicle (10 ft. wide, 10 ft. long, 5 ft. high)
Speed 25 ft., full 650 ft., 75 mph (ground and fly)
EAC 17; KAC 19; Cover improved cover
HP 50 (25); Hardness 7
Attack (Collision) 5d6 B (DC 13)
Attack autodisabler (3d8 E)
Modifiers +2 Piloting, –2 attack (–4 at full speed)
Systems autopilot (Piloting +13), planetary comm unit; Passengers 1 plus 2 prisoner(s)
Special Abilities
Autodisabler (Ex) The police cruiser’s autodisabler is programmed to damage only vehicles. It is a longarm with a range of 50 feet, a capacity of 20, and a usage of 2. On a critical hit with the autodisabler, the target vehicle malfunctions for 1d4 rounds. During this time, the affected vehicle’s pilot can’t spend more than one move action per round on controlling the vehicle.
Hover Truck
Source Starfinder Armory pg. 138
Item Level 5; Price 7,000
Gargantuan land and water vehicle (10 ft. wide, 30 ft. long, 12 ft. high)
Speed 15 ft., full 450 ft., 50 mph (hover)
EAC 14; KAC 17; Cover improved cover
HP 65 (32); Hardness 6
Attack (Collision) 6d8 B (DC 11)
Modifiers -2 Piloting, -3 attack (-6 at full speed)
Systems autocontrol, expansion bay, planetary comm unit; Passengers 3
Description
The tires of this versatile truck transform into antigrav jets at the touch of a button.
John U. Rawlins
|
Beau rolls his eyes.
"Of course, because escaping an exploding building from literal impostors who turn out to be reptoid men wasn't enough, now we have someone trying to stop us outside. What's next? Is one of you secretly the president of Golarion"
"No, but I be an Abadar Corp shareholder, and the Corp owns Primex Melacruz." John wriggles out from under the cruiser's dashboard. "I say worry about them when we be ready to leave unless they be coming in. Can you catch the drift of their plans, T'sorkel?"
| T’sorkel |
They're planning on coming in here, John! Whether we open the door or not, we may have company soon. The Shirren is careful to keep his psychic signals to those he knows to avoid tipping off whoever is outside.
Pokotho
|
Pokotho looks over the roll-up door's access panel. Forever Queen's sake, he laments, lacking the tech skills to open it himself, Doc, a little help here.
His irreverent prayers were answered as he began to manifest his mystical powers, briefly binding the spirit of a deceased former comrade into the control panel to access the computers on his behalf.
(Casting Spirit Bound Computer. For concentration, up to 6 minutes maximum, Pokotho can bind a spirit within a computer and have the spirit perform computer checks on his behalf with a bonus of 3 + caster lvl + key ability = 13)
"Open," Pokotho says with dramatic flourish, "Says-a-Me"
computer check to open roll-up door to hanger: 1d20 + 13 ⇒ (7) + 13 = 20
Doctor Flint-Bridge II
|
”They're planning on coming in here, John! Whether we open the door or not, we may have company soon.”
Lilly shakes her head and wipes her hands on a rag from the mechanic station.
“One more damned thing, because today wasn’t weird enough on its own. We’ll just roll with it, T'sorkel.”
She pauses and arches an eyebrow. ”And we can always roll over them once we’re on the move. Speaking of which, let’s finish loading and get out of here.”
The unintended joke makes her smile in the midst of the anxious preparations. The effect is slightly unnerving as her focused glare mixes with a lopsided grin, presenting a look somewhere between maniacal and murderous.
Lilly checks the countdown timer she set on her data pad and glances toward John.
“We’re still okay, but our cushion's getting threadbare. Ar’ye ‘bout ready to go?”